using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Pongtastic
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        BasicEffect basicEffect;

        Paddle paddle1;
        Paddle paddle2;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            //Set resolution to 800x600
            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;
            graphics.IsFullScreen = false;
            graphics.ApplyChanges();

            basicEffect = new BasicEffect(graphics.GraphicsDevice);
            basicEffect.VertexColorEnabled = true;

            //TODO - create a second paddle, choose your own color, and place it
            paddle1 = new Paddle(Color.Red, 20, 50);
            paddle1.PlacePaddle(20, 20);

            // projection uses CreateOrthographicOffCenter to create 2d projection
            // matrix with 0,0 in the upper left.
            basicEffect.Projection = Matrix.CreateOrthographicOffCenter
                (0, graphics.GraphicsDevice.Viewport.Width,
                graphics.GraphicsDevice.Viewport.Height, 0,
                0, 1);

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Microsoft's TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            //Microsoft's TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

           //TODO - update the paddle's positions


            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            //TODO Draw Paddle 2
            DrawPaddle(paddle1); 

            base.Draw(gameTime);
        }

        protected void DrawPaddle(Paddle paddle)
        {
            //tell our basic effect to begin.
            basicEffect.CurrentTechnique.Passes[0].Apply();
            VertexPositionColor[] vData = new VertexPositionColor[4 * 2];//there are 4 lines in a paddle, each line has 2 vertices.
            
            
            //top side
            vData[0] = new VertexPositionColor(new Vector3(paddle.UpperLeftCorner(), 0), paddle.PaddleColor());
            vData[1] = new VertexPositionColor(new Vector3(paddle.UpperRightCorner(), 0), paddle.PaddleColor());

            //right side
            vData[2] = new VertexPositionColor(new Vector3(paddle.UpperRightCorner(), 0), paddle.PaddleColor());
            vData[3] = new VertexPositionColor(new Vector3(paddle.LowerRightCorner(), 0), paddle.PaddleColor());

            //TODO - draw bottom side
            //vData[4] = 
            //vData[5] = 

            //TODO - drawleft side
            //vData[6] = 
            //vData[7] = 



            graphics.GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, vData, 0, 4);
        }
    }
}
